Paladin

Muradin Dazellar's page

12 posts. Alias of Lapyd.


Full Name

Muradin Dazellar

Race

Dwarf

Classes/Levels

Zen Archer 1 | HP 11/11 | AC 17 TO 17 FF 13 | F +4 R +5 W +5 (+2 vs. poison, spells, sla; +2 vs. negative levels) | CMD 19 | Init +3 | Perc +7 DV | PS 1/1

Gender

Male

Age

102

Alignment

Lawful Good

Deity

Erastil

Location

Belhaim

Languages

Common, Dwarven

Occupation

Guide

About Muradin Dazellar

Background:

Coming from the long family of platinum miners of Tar Urkatka, Muradin grew up on the road, moving from mountain to mountain until his parents finally settle in the large city of Dalaston in Taldor, by the World's Edge Mountains. The city was welcoming to their skills, especially with all the running contracts for the local iron mines, so the family thrived.

Muradin never shared his family talent, though. Much more in love with nature than the darkness of the mountain depths, the life on the road drove him to become a survivalist, and when he came of age he was already devote to Erastil and traveling the world. His family wasn't opposed to it; in fact, they very much estimulated him to pursue his passions, so the next decades of his life were dedicated to the monastery of the Deadeye god, where he developed the vast majority of his martial skills.

The Zen Archer kept through the years his routine of visiting his family and venturing the roads and forests, making most of his few coins out of guiding people through the lands. He was hired by Silas as a guide to lead the group through the Verduran Forest, and that's what he had been focusing on since they left Cassomir.

Appearance and Behavior:

Muradin is a non-attractive, almost middle-aged Dwarf with small black eyes, accompanied by a long dark beard and greying hair. His face is tanned by the sun and obviously reflect a hard life of toil, mostly on the roads and the wild. The humbleness of the life charged a toll on the man, giving him the appearance of a monk who hadn't have a chance to a good shower and pampering in decades.

This also make him wise even beyond his years; his entire demeanor is that of someone silent, focused in listening, and someone that avoids violence - besides, of course, the actual evil on this world, represented by his hatred towards undeath and their influence over the now Zolurket. Yet, this also made him someone grumpy, socially awkward, slightly paranoid, and not at all concerned with the impression he gives to people. A very tough skin to crack, inside of which a true heart of gold.

Role and Mechanics:

He is a guide with enough capability on survival and perception to lead a group of people through the dangers of the wild, while still coming with some useful knowledges in history, nature and religion. The idea is to keep investing in these skills and futurely give him some extra flexibility to support the group.

In combat, Muradin is a ranged damage dealer especially. Eventually the plans are for him to use composite longbows or hornbows, but for now (with his limited possessions) he had settled for a common shortbow. He can be capable in melee too if needed, but it's definitely not his focus. He will likely continue his path as a zen archer, switching to an evangelist of Erastil by levels 6 and 7.

Character Sheet:

Muradin Dazellar
Male dwarf monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities, +2 bonus vs. negative levels
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Offense
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Speed 20 ft.
Melee unarmed strike +2 (1d6+2)
Ranged or
. . shortbow flurry of blows +2/+2 (1d6/×3) or
. . shortbow +3 (1d6/×3)
Special Attacks flurry of blows, perfect strike 1/day
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Statistics
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Str 14, Dex 16, Con 14, Int 10, Wis 17, Cha 5
Base Atk +0; CMB +2; CMD 19
Feats Dodge, Improved Unarmed Strike, Perfect Strike[APG], Precise Shot
Traits child of zolurket, - custom trait -
Skills Acrobatics +7 (+3 to jump), Craft (bows) +2 (+4 on checks related to metal or stone), Knowledge (history) +4, Knowledge (nature) +5, Knowledge (religion) +4 (+6 to identify undead (may make check untrained)), Perception +7, Survival +8; Racial Modifiers craftsman[APG]
Languages Common, Dwarven
SQ barrow scholar[HA], barrow warden[HA], mountaineer[ARG], shadowhunter
Other Gear arrows (50), shortbow, sack, trail rations (2), waterskin, 4 sp
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Tracked Resources
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Arrows - 0/50
Perfect Strike (2d20, 1/day) - 0/1
Trail rations - 0/2
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Special Abilities
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Barrow Scholar +2 to knowledge (religion) to ID undead and can attempt check untrained.
Barrow Warden +1 to attack and AC vs. undead.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
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You’re the guide Silas hired you to help him navigate the Verduran Forest. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings deep within the wilds of Taldor, Galt, or Andoran - with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whatever the reason for your survivalist skills, you’re exactly what Silas needs. You gain a +1 bonus to knowledge (nature) and survival checks, and both become class skills for you.